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[SPOILERS] MNG as Hattie of France |
Posted by: Mr. Nice Guy - May 25th, 2011, 19:44 - Forum: PBEM19
- Replies (178)
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Obligatory first post. Has anyone seen my keys?
Anyone? Anyone?
Haha, that's a joke from my real life. There's a guy at work who has a bad habit of "reply to all" or "send to all". Today's e-mail was particularly amusing. Not just the e-mail itself, which was typically blunt and narcissistic, but the timing. I had just finished using him as an example for my assistant: "do not do what this guy does". And then the guy goes and sends his e-mail to prove my point.
Anyway, today was kind of a wine day. On my way home from work, I picked up a bottle. I was about to text a picture of the bottle to my boss with the caption "that kind of a day" when the lady behind me in line (who was also buying wine) beat me to the punch: "looks like I wasn't the only one with that kind of day", she said.
I said yep. What a concept, I could use a little fuel myself and we could all use some change.
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Diplomacy Organizing Thread |
Posted by: antisocialmunky - May 25th, 2011, 06:38 - Forum: Diplomacy Game 1
- Replies (286)
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http://www.playdiplomacy.com/
From Wiki:
Quote:Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in 1959.[1] Its main distinctions from most board wargames are its negotiation phases (players spend much of their time forming and betraying alliances with other players and forming beneficial strategies)[2] and the absence of dice or other game elements that produce random effects. Set in Europe just before the beginning of World War I, Diplomacy is played by two to seven players, each controlling the armed forces of a major European Power (or, with few players, multiple powers). Each player aims to move his or her few starting units—and defeat those of others—to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map; these supply centers allow players who control them to produce more units.
Diplomacy was the first commercially published game to be played by mail (PBM); only chess, which is in the public domain, saw significant postal (long distance) play earlier. Diplomacy was also the first commercially published game to generate an active hobby with amateur fanzines; only science-fiction/fantasy and comics fandom saw fanzines earlier. Competitive face-to-face (FtF) Diplomacy tournaments have been held since the 1970s. Play of Diplomacy by e-mail (PBEM) has been widespread since the late 1980s.[3]
Diplomacy has been published in the United States by Games Research, Avalon Hill, and Hasbro; the name is currently a registered trademark of Hasbro's Avalon Hill division. Diplomacy has also been licensed to various companies for publication in other countries. Diplomacy is also played on the Internet, adjudicated by computer and/or a human gamemaster.
In its catalog, Avalon Hill advertised Diplomacy as John F. Kennedy's[4] and Henry Kissinger's favorite game. Kissinger described it as his favorite in an interview published in a games magazine.[5] American broadcast journalist Walter Cronkite was also reported to be a fan of the game.[6]
Quote:Diplomacy proceeds by seasons, beginning in the year 1901, with each year divided into two main seasons: the "Spring" and "Autumn/Fall" moves. Each season is further divided into negotiation and movement phases, followed by 'retreat' or 'disband' adjustments and an end-of-the-year Winter phase of new builds or removals following the Autumn adjustments.
[edit] Negotiation phase
In the negotiation phase, players use any verbal means necessary amongst each other to form alliances, or some other form of arrangement, with one another. Such arrangements may be made public knowledge or kept secret. Since players are not bound to anything they say during this period, and thus no agreements of any sort are enforceable, communication and trust are unusually important for a strategy game; players must forge alliances with opponents and observe them to ensure their trustworthiness; at the same time, they must convince others of their own trustworthiness while making plans to turn on their allies when others least expect it. A well-timed stab can be just as profitable as a long and trustworthy alliance.
[edit] Movement phase
After the negotiation period, players write secret orders for each unit; these orders are revealed and executed simultaneously. Units can move from their location to an adjacent space, support adjacent units in holding an area in the event of an attack, do nothing or assist in attacking an occupied area. In addition, fleets may transport armies from one coast space to another when in a chain called a "convoy". Armies may only occupy land regions, and fleets occupy sea regions and the land regions that border named seas. Only one unit may occupy a region; if multiple units are ordered to move to the same region, only the unit with the most support moves there (if two or more units have the same highest support, no units ordered to that region move). A unit giving support that is attacked has its support broken, except in the case the support is being given to an invasion of the region from which the attack it suffered comes.
During an attack, the greatest concentration of force is always victorious; if the forces are equal, a standoff results and the units remain in their original positions. If a supporting unit is attacked (except by the unit against which the support is directed), its support is nullified, which allows units to affect the outcome of conflicts in regions not directly adjacent.
[edit] End-of-year and supply centers
After each Autumn move, newly-acquired supply centers become owned by the occupying player, and each power's supply center total is recalculated; players with fewer supply centers than units on the board must disband units, while players with more supply centers than units on the board are entitled to build units in their Home centers (supply centers controlled at the start of the game). Players controlling no supply centers are eliminated from the game, and if a player controls 18 or more (that is, more than half) of the 34 SCs, that person is declared the winner. Players may also agree to a draw; this also happens when (infrequent) stalemates occur.
Anyone up for it?
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